You're on a dinner date with Caroline. She's mysterious, and just before you leave her for the night, she tells you to meet her at Hydra Park the next day.
Caroline has the looks of a Twine game but uses a streamlined parser. Despite this, though, the range of actions available to the PC was extremely limited - meaning instead of clicking links as in Twine, one has to type out the keywords… word for word.
The minimal presentation of the text, while pretty, made the game feel claustrophobic. Perhaps it was meant to heighten the uneasy atmosphere of later chapters. Perhaps it was to highlight the impact of the words, the terse questions. If it was, then this worked for me.
The lack of choices in what would ordinarily be extremely open-ended situations (sitting in a room with a stranger, for example) felt contrived sometimes. This made it hard for me to suspend disbelief, though this was at least somewhat addressed in the final chapter.
I had a little beef with this curious fact: in Caroline, no one has much of a background story and everyone is generic! The PC is just… a man. Caroline… is a woman. This all added to the claustrophobic feel of the game. In the end, Caroline scores neither on the quality of story, nor on use of game mechanics.
Ooh-er. This game could probably do with a whole lot of beta-testing.
The writing has a few too many punctuation errors and awkward sentences and capitalisation. Many objects were also implemented with very bare descriptions. It gives the impression of hasty writing and sloppy editing.
Gameplay was somewhat hindered by what are is either a coding problem or a lack of subtlety:
• The laundry list-style listing of room descriptions is quite disconcerting. Logically, one would not list potentially important NPCs (e.g. Watson) along with the debris in the room.
• it is nigh impossible to zoom in into details on individual objects (Spoiler - click to show)-- the scratch markings on the table, for example. Given that this is a mystery, and set in a Sherlock Holmes-esque setting, this makes no sense.
One hopes that in future revisions, the author scrutinizes his writing carefully and plays it through a few times himself. Even cosmetic things like introductory text at the start of the game wouldn't hurt- instead of just dropping the player in with the dead body.
Playing this, I had the impression that this game could do with some beta-testing, as it is not yet a polished product. It does have, at its heart, a logical story, which would make a lot more sense with greater characterisation. Contrary to the author’s fears, it isn’t actually repetitive, so that’s a point in the author’s favour.
I had the general impression of going through too many actions which did not advance the story. I get that the author made an intentional effort to create suspense, but if the author wanted to make the twist (that is, (Spoiler - click to show)when Mr Kennington fires the player) more shocking or devastating, then it would make sense to show us what kind of emotional stake the player character (PC) has in the job.
(This is where characterisation comes in- something like an explanation of how the PC got this job, or whatever the author sees fit.) Allowing more interaction with the old man would also help in characterisation.
The game’s general appearance is not particularly encouraging, as there are frequent spelling mistakes and lapses in grammar. This gives the impression of hasty writing.
The puzzles in the story were a bit trivial- in fact, if there were no puzzles but instead thoughtful interaction with the old man, or something to show the PC’s emotional stake in his job/clockmaking in general, that would be completely fine.
As a side note, it would be good if there was an option to switch audio off, too.
To the author: take heart! Please don’t let this dishearten you, and do continue writing- it’s not too hard to find people to test your game (http://game-testing.org or http://intfiction.org/forum). They can often spot things which an author would never think of, like bugs, spelling errors, plot holes and such.
Having discovered the resident assistant in your dorm dead- murdered, clearly!- you immediately take on the role of amateur detective!
For a whodunit, though, there was not much in the way of finding things out, more of just finding things. The PC’s motives were also not very clearly explained, which was sorely needed to justify the story and suspend disbelief. (Spoiler - click to show)Other things also jarred: for example, the PC’s apparent lack of emotion- as well as the reactions of most named NPCs- seemed to me suspicious and would have been a rather juicy twist, but, to my dismay, it meant nothing.
There are multiple endings, so some thought went into the branching of the story, but I still found the events a tad puzzling, even with the revelation at the end. It’s not a bad beginning; I hope the author continues to write games and hone her writing skills!
The AI system informs you that you are in a shelter after a nuclear war destroyed most of the earth. You have lost your memory (as usual); there’s not much place else to go, so there’s just one thing to do: converse.
This short game has just one major twist which can only be reached by asking one specific question, which, as far as I could tell, was unconnected to anything the NPC had said or which was in the scene. However, this is not to say that I didn't enjoy the game, especially the melancholy ending.
The author used the graphics effectively to build up the atmosphere: the tiny pause in responding to a certain question and only being able to observe a small part of the room you are in gives the game an edge of dread. Some further explanation of events mentioned or background information would have been useful to add depth to the PC, but otherwise, really, it's a good game.
Smoke and divots and scorching and stinky brimstone – there’s only one thing this could mean.
There has been demons in your garden.
So begins this tale of a God-fearing parish worker whose dog has disappeared. Armed with a motley crew of, uh, vegetables and one puppy, he ventures deep into the depths of Hell. He has to battle various trials and tribulations to get his dog back.
While the premise of the game is rather linear, the puzzles are all fairly straightforward and stand alone. In case you don’t get it, location-based walkthroughs are also available. Some of the puzzles require a small amount of lateral thinking and most will make you smile and go, “Oh, right!”. Although it is possible to die in the middle of the game, abundant contextual hints are provided and it is always possible to undo the mistake. Special mention should go to the endgame, which I thought was (fridge?) brilliance: it was quite a "Why didn't I think of that?!" moment (for me, at least).
There is also some characterisation near the endgame, which provides some background to an otherwise colourless PC and pathos to an otherwise light game. Suitable for those who are just looking for a fun diversion, or who are bad with puzzles.
I was confused at first: "Load configuration file?" Well, okay, once I figured out how to start a game, it seemed like a database of little factoids, seemingly unrelated to each other. Then there were the personal notes, which made the unseen narrator an NPC in its own right. Endling tugs on your heartstrings because the triviality of some of the 'files' contrasts starkly with the gravity of the disaster the narrator alludes to.
Even though there is no story in the traditional sense of the word, even though it basically is a bunch of factoids, it is elegantly written, carefully constructed and moved me to tears.
In this game, you are a bright student, bullied by everyone and desperately lonely. As you are running from a bunch of bullies, you bump into a friendly adult who seems to hold great insight as to your situation.
It mentions (Spoiler - click to show)women in science and has school bullying as its premise, though the former seems almost an afterthought. If either of these were meant to be major themes, neither were developed enough to bind the whole story together.
The whole story seems a bit thin on characterisation and it made it hard for me to empathise with the main character or get emotionally involved in the story, while the dialogue was unsurprising and didn't reveal much about most characters beyond a generic template.
The game has typos and not-very-thoughtful dialogue. Pity: it touched on weighty topics which could have been developed further; the characters, certainly, could have fleshed out more fully.
Based on a fairytale, it starts out with the promise of good writing. It doesn't last.
It took me a while to find out how to get somewhere- anywhere. The help menu helpfully suggests that one reads carefully. It may be just me, but there were barely any textual hints, making the solutions to the puzzles presented feel unfair.
There isn’t much of a plot, and even when a quest comes up, it isn’t clear what to do to achieve it. In the end, I only managed to complete the game by reading a transcript and blindly taking things.
Join the author, Joey Jones, on his romp through a list of 10 random games, which IFDB spits out if you’re really bored. It’s an extremely entertaining metafictional game- a game within a game, if you like- and the author’s footnotes add satiric remarks to the sometimes badly written games.
In contrast to some of the games featured, this game is, in fact, well written. No need to worry about illiterate parsers or clunky grammar! At least the author will point them out, say something to make you laugh and carry on. There’s also a helpful ‘hint’ feature to help you out if you’re stuck in one of the ‘games in the game’.